Struct bevy::render::render_graph::ViewNodeRunner

pub struct ViewNodeRunner<N>
where N: ViewNode,
{ /* private fields */ }
Expand description

This Node can be used to run any ViewNode. It will take care of updating the view query in update() and running the query in run().

This Node exists to help reduce boilerplate when making a render node that runs on a view.

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impl<N> ViewNodeRunner<N>
where N: ViewNode,

pub fn new(node: N, world: &mut World) -> ViewNodeRunner<N>

Trait Implementations§

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impl<N> FromWorld for ViewNodeRunner<N>
where N: ViewNode + FromWorld,

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fn from_world(world: &mut World) -> ViewNodeRunner<N>

Creates Self using data from the given World.
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impl<T> Node for ViewNodeRunner<T>
where T: ViewNode + Send + Sync + 'static,

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fn update(&mut self, world: &mut World)

Updates internal node state using the current render World prior to the run method.
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fn run<'w>( &self, graph: &mut RenderGraphContext<'_>, render_context: &mut RenderContext<'w>, world: &'w World, ) -> Result<(), NodeRunError>

Runs the graph node logic, issues draw calls, updates the output slots and optionally queues up subgraphs for execution. The graph data, input and output values are passed via the RenderGraphContext.
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fn input(&self) -> Vec<SlotInfo>

Specifies the required input slots for this node. They will then be available during the run method inside the RenderGraphContext.
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fn output(&self) -> Vec<SlotInfo>

Specifies the produced output slots for this node. They can then be passed one inside RenderGraphContext during the run method.

Auto Trait Implementations§

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impl<N> Freeze for ViewNodeRunner<N>
where N: Freeze, <<N as ViewNode>::ViewQuery as WorldQuery>::State: Freeze,

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impl<N> !RefUnwindSafe for ViewNodeRunner<N>

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impl<N> Send for ViewNodeRunner<N>
where N: Send,

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impl<N> Sync for ViewNodeRunner<N>
where N: Sync,

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impl<N> Unpin for ViewNodeRunner<N>
where N: Unpin, <<N as ViewNode>::ViewQuery as WorldQuery>::State: Unpin,

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impl<N> !UnwindSafe for ViewNodeRunner<N>

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impl<T> Any for T
where T: 'static + ?Sized,

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where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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